安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
This mod is so faithful to legends and it's mechanical schematics plus it's combat is gorgeous. To me the more"realistic" it gets in it's details the better. On Star Wars Expanded Fall of the Republic mod the AAT has all it's weaponry in it as it's just beautiful.
The game interface only allows you to give a given unit an attack command against a single unit. Giving a new attack command supersedes the old attack command. Vehicles, ships, and squads with a wide variety of weaponry that is optimal against a variety of targets are challenging to use in the game because of this.
The result of this is that units with a variety of weapons should sometimes not be told what to shoot at so that the AI can pick optimal targets for each of the weapons individually. However, this makes it hard to focus fire and reduces the ability of the player to have direct tactical control over his units. In short, if you give lots of units a wide variety of weapons, you begin to create a situation where the best tactical control decision is to just let all of your units do their own thing and not try to control them. You begin to move more towards watching a battle rather than controlling a battle.
If your main concern with playing the game is watching a cool fight between vehicles that accurately represent the Star Wars universe as described in certain source materials, then adding the missing weapons make sense. On the other hand, if the main concern is making a game that has tactical depth and interesting control options, the addition of the cannons might contradict that goal.